Saga of a New Land

Game Master vayelan

A Kingmaker campaign of politics, intrigue, and war.

Maps:
Greenbelt and Barony Map
Stolen Lands Map
The Abandoned Fort

Labyrinth Exploration Map

Encounter Map: Clash at the Crossing

Resources:
Party Loot and NPCs
Quest Log
Kingdom Tracker Spreadsheet

Kingdom Building Rules
Kingdom Turn Sequence
Buildings


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Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Oh no! Take care, we'll still be here when you get back.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Actually back sooner than I thought. Internet still iffy but obviously works enough to let me post now and then. So.. yay!


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

The Bears against the Swans eh... *Begins to finger snap and dance* West Side Story... pathfinder style.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Hey everyone, really sorry but there's been a bunch of fairly time/brain intensive stuff at both work and school, so I'm needing to get that sorted out.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Thanks, everyone! IRL chaos is now back down to manageable levels.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

WB!


1 person marked this as a favorite.

@Christian: I didn't forget about Baron Zlatko, which is why I incorporated House Medvyed; it's all part of my plan to incorporate everyone's backstories.

Next will be Syretia or Orlog, depending on how soon I can bring in his dwarven kin.

However, I did forget about the dragon reward, too, so I appreciate you being on top of that.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Sorry folks, I'm at a hotel for Thanksgiving week and in addtion to holiday obligations, the internet here seems weak so I will be slow posting until the 28th


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Hey everyone, I'm going to be traveling for work starting tomorrow through Sunday (the 4th), so my posting will be intermittent at best.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Hey everyone, I'm so sorry. I wound up being really sick, like "we have to send you somewhere else because we don't have the tools to diagnose you" sick, and so was not in a state to play games. I'm doing much better but also have finals starting today (lucky me) so I'm going to try and get caught up as soon as I can.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I'm glad you are better.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Thanks!


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

So, I managed to get sick again. I'm back on my feet, again, and hopefully stay healthy this time.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+10 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I hope you feel better soon.
Happy holidays to all. Enjoy whichever holiday you celebrate this holiday season.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Chiming in to say I'm still here, just been at a loss for what to post other than just "I'm still listening."


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Syretia wrote:
Chiming in to say I'm still here, just been at a loss for what to post other than just "I'm still listening."

Ditto. :)


I also want to emphasize that I don't want to be ableist with Uncle, his backstory, and his medical history. My goal is to create a sympathetic villain with an understandable motivation.

Many years ago, one of the very first stories I ever got professionally published was, in hindsight, quite ableist and I've come to regret it. Thus, I'm very wary of making similar mistakes when creating characters, and I try to do better.


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

For what it's worth, the read I've gotten from it isn't that he turned to evil because he's disabled, but that he was abandoned to evil by ableist people and attitudes that viewed him as not worth saving.

From what I remember, there was a whole thing in the lore about CN clerics of Lamashtu who were traveling midwives and adopted children like Uncle, which I always thought was interesting. I don't think it's still a thing, though, since as of 2e she doesn't give powers to anyone but CE followers.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I think you're walking that tightrope just fine, DM though I'm not the best judge. I got a similar vibe to Syretia player

On another subject: I am on a family visit for the weekend and will be slow responding (Not that I'm speedy now)


Thank you for the reassurance.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I HOPE I remembered right about Academy dreams. Though that will be a long way off.

DM, are getting close to another building time? Obviously we need another house at least.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

@bydar thanks for throwing down such a great post, inspired me to do the same tonight!


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Brand Oluffson wrote:
@bydar thanks for throwing down such a great post, inspired me to do the same tonight!

Aww shucks. Thanks for the compliment!


1 person marked this as a favorite.
Bydar wrote:

I HOPE I remembered right about Academy dreams. Though that will be a long way off.

DM, are getting close to another building time? Obviously we need another house at least.

Yes, we will be having at least one Kingdom Turn next, with the opportunity to do some construction.

I'm rereading everyone's excellent posts in preparation for making my next post.

I'm also reviewing some old gameplay posts I have saved as reminders for other rewards you've earned.

For instance, you had found the merchant who'd been killed by the crazed hermit, and the business documents you found on him would allow either a transfer of the investment contract or allowances for a finder's fee for their return upon the client's death. Essentially, the church of Abadar in Restov will provide you with either 4 BP worth of investment or a flat 4,000gp finder's fee.

You also have another 4,000gp as reward for "slaying" the dragon that destroyed Nivakta's Crossing.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Okay, thank you so much for reminding us of all that.

Guys, I think we'd get more use out of the 4 BP from Abadar's temple than 4000 finder's fee esp since we have 4000 GP for the dragon 'slaying' mentioned.

The stone shape discount, 2 BP off one project per build turn, is still in play as well IIRC, so that may help.

I also just realized that between the half off discount already part of it's nature, and the offer from a certain Noble house- We could get an Academy at 25% by building up those old ruins underground. Of course we'd have to claim the cavern hex first.

Still, neat to think on. Of course, with a housing crisis, Academy may not be a priority yet :(


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+10 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Can we not do a house and the Academy at the same time?

I like the 4 BP as to the money.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I think we might be able to if that's what you and the others want. Depending on if we take off the 2 BP for stone shape before or after the rest of the math, that could bring the cost down anywhere from 11 to 13 BP. The clearing of the cavern hexes with it might be the frustrating part


Lord Christian D'Elagante wrote:
Can we not do a house and the Academy at the same time?

Yes. Each Kingdom Turn, during the Improvements Phase, the first House you build does not count against the maximum number of buildings you can construct during the turn.


Kingdom Turn 4 - Lamashan 4718

Upkeep Phase

Determine Kingdom Stability:
Stability Check DC 24: 1d20 + 22 ⇒ (4) + 22 = 26
Stability Check Effect: +1 BP (Treasury 12 => 13)

Consumption Cost: 3 BP (Treasury 13 => 10)

Fill Magic Item Slots: none
Modify Unrest: no change

...

Next, for the Edict Phase...

Any changes in leadership positions?
Do you want to claim a new hex to add to your territory?
Do you want to build any new terrain improvements?
What buildings do you want to construct in your capital?
Any changes to the levels of your kingdoms' Taxation, Holidays, or Promotions?


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

I think we definitely need another house based on the reports we're seeing in gameplay. Does it make sense to grab the underground labyrinth for future planning and build a road toward the Sootscales?


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I think grabbing the underground labyrinth for future purposes makes a lot of sense. Not only does it open up some options for the Academy or other use for those discounts on some other turn later, we may have dwarves moving into town and the potential for underground housing might appeal to them. :)


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

I like it! Sorry I haven't gotten in on the RP-fest, I've been sick and it's had my brain a bit frazzled lately. I think the only NPC I've done much connecting with is Sapphira, and she seemed a bit annoyed with me last time lol


1 person marked this as a favorite.
Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
Syretia wrote:
I like it! Sorry I haven't gotten in on the RP-fest, I've been sick and it's had my brain a bit frazzled lately. I think the only NPC I've done much connecting with is Sapphira, and she seemed a bit annoyed with me last time lol

If you want more NPC interaction, I could always have Bydar try to introduce Syretia to the eligable bachelors among his flock. "That Cavan's a fine fellow..."

Hilarity or horror ensues ;)


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

That would be extremely funny, I think, though it would depend on how much rom-com madness Vayelan wants to play. :P


Syretia wrote:
That would be extremely funny, I think, though it would depend on how much rom-com madness Vayelan wants to play. :P

I would be cool with that. I just can't promise that my skill at writing NPCs during romantic scenes will be very good.

Well, it wouldn't be quite as bad as Anakin and Padme during Attack of the Clones, but still pretty bad.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+10 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

I think the underground region would be a good idea. We can if we have the points to do both and academy and the house.

Plus, we can see if Bokken will make some potions for us. Ones for emergencies. Purify food and water etc.


Claiming the underground hex as part of your territory costs 1 BP.

Preparing it for settlement is another process. Normally preparing an underground hex for settlement takes 3 months and costs 8 BP. However, given the nature of the labyrinth that occupies the space, I think the time and cost can be discounted. If you begin this process after welcoming a group of dwarven settlers, I'll probably add an additional discount.

...

You presently have 10 BP in your treasury (reduced to 9 after claiming the underground hex).
A House costs 3 BP, leaving you with 6 BP for another building.

An Academy costs 52 BP, so even with the cost subsidized by House Medvyed, it would cost 26 BP, so you'll have to wait on that project, unfortunately.

Here are the possible buildings that would cost 6 BP or less: Barracks (6), Bridge (6), Cistern (6), City Wall (2), Dance Hall (4), Dump (4), Graveyard (4), Library (6), Moat (2), Monument (6), Orphanage (6), Park (4), Tannery (6), and Tenement (1).


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Vayelan wrote:

Claiming the underground hex as part of your territory costs 1 BP.

Preparing it for settlement is another process. Normally preparing an underground hex for settlement takes 3 months and costs 8 BP. However, given the nature of the labyrinth that occupies the space, I think the time and cost can be discounted. If you begin this process after welcoming a group of dwarven settlers, I'll probably add an additional discount.

...

You presently have 10 BP in your treasury (reduced to 9 after claiming the underground hex).
A House costs 3 BP, leaving you with 6 BP for another building.

An Academy costs 52 BP, so even with the cost subsidized by House Medvyed, it would cost 26 BP, so you'll have to wait on that project, unfortunately.

Here are the possible buildings that would cost 6 BP or less: Barracks (6), Bridge (6), Cistern (6), City Wall (2), Dance Hall (4), Dump (4), Graveyard (4), Library (6), Moat (2), Monument (6), Orphanage (6), Park (4), Tannery (6), and Tenement (1).

It's been awhile, but before House Medvyd came up with it's fifty percent discount, you posted this ...

Quote:
Correct. The Koloran artifacts discovered in the labyrinth beneath Charis provide a 50% discount on either an academy or a museum. Alternatively, as a short term but immediate benefit, you can use them to trigger a Discovery settlement event, granting +1 Fame and +1d4 Lore.

So I thought it would be halved, and then halved again? So 13 BP rather than 26, not counting Stone Shape discount if that applied.

Sorry, not trying to be a pain. I just hate to lose the chance for a double discount option :) Even if we can't take advantage of this turn even with what we have left.


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

I say we hold off on any other expenditures so we can do something more next phase.


I honestly forgot about the discount from the labyrinth, so thank you for reminding me. I'll allow the discounts to stack, so the cost would be 13 BP, but the Stone Shape discount can't reduce it further. You can use Stone Shape to reduce the cost for the House unit, though.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+10 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

Perhaps we should build the houses and a road. Call it a day and wait till next phase to build the labyrinth.

We could explore it again to finally finish off the areas that we did not finish. I think there was a hole that leads down further than we went before.

Speaking of advancing the city...are we ready to advance a level or two?
:)


Male Dwarf Forgepriest 7 | hp 68 | AC25 T11 FF 24 | CMD 16 | F +9 R +3 W +9 | Spd 20' | Init +5 | Perception +14
Spoiler:
Blessing: 6/6, Fervor 2d6 7/7, Sacred Weapon +1 7/7, Sacred Armor +1 7/7
Bydar wrote:
Syretia wrote:
I like it! Sorry I haven't gotten in on the RP-fest, I've been sick and it's had my brain a bit frazzled lately. I think the only NPC I've done much connecting with is Sapphira, and she seemed a bit annoyed with me last time lol

If you want more NPC interaction, I could always have Bydar try to introduce Syretia to the eligable bachelors among his flock. "That Cavan's a fine fellow..."

Hilarity or horror ensues ;)

Cavan might be a fine fellow, but our lordship could use an heir. ;)

On a more serious note, is our loot page up to date? Cause I could use some coins for some enchanting. Cold iron can cost a pretty penny for the first +1.


Lord Christian D'Elagante wrote:

Perhaps we should build the houses and a road. Call it a day and wait till next phase to build the labyrinth.

We could explore it again to finally finish off the areas that we did not finish. I think there was a hole that leads down further than we went before.

Speaking of advancing the city...are we ready to advance a level or two?
:)

Right you are! Your trip to Restov accomplished quite a few things, including further combating the cults of Lamashtu.

Welcome to Level 7!


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Yay! I'll post a full breakdown later, but I'm going to be taking Craft Wondrous Item and taking some bloodline mutations.


Male HP:72/72 AC:19 T:14 FF:14 F:+6 R:+5 W:+4 Perc:+10 Init:+5 Bastard Sword +12, 1d10+3 CMB:+10 CMD:+20 Human Cavalier 7 (Daring Champion)

BAB +1
HP +8
Dodge +1
CMB +1
CMD +1
Challenge +1/Day
Bluff: +1
Diplomacy: +1
Knowledge (nobility): +1
Knowledge (Local): +1
Perception: +1
Perform: Oratory +1
Profession: Soldier +1
Sense Motive: +1
Feat: Leadership (Score:19)
Fairness and generosity +1
Special power +1
Level +7
Cha +5
Has a stronghold, base of operations, guildhouse, etc. +2
Dynasty Founder +3


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}
DM Vayelan wrote:
I honestly forgot about the discount from the labyrinth, so thank you for reminding me. I'll allow the discounts to stack, so the cost would be 13 BP, but the Stone Shape discount can't reduce it further. You can use Stone Shape to reduce the cost for the House unit, though.

You're welcome, even though it is arguably self serving of me to bring it up ;)

My vote would be for claiming the underground hex for 1 BP and spending 1 BP on the house (3 without Stone shape) so we can save up for the BIG Academy purchase next time. But I can totally see the logic of a road towards the sootscale area too, and if we can do that on top of the underground claim, that'd be cool even if it took another BP.

Because it occurs to me that the kobolds might be pretty good diggers too and help out.

Whatever the majority prefer

I'll work on the leveling :)


Male Human (Ulfen) Ranger 7; Hp: 76/76; AC 18; F:8, R:7, W:4; Perc +12
Fenrir:
HP 44/44; AC 19; F: 7, R:8, W:5 ; Perc +6

Woot level 7!

Feat: Boon Companion (Fenrir)
Fenrir: +1 Strength, Devotion against the unnatural

Helps when you've got that one planned out.

Fenrir basically just doubled in combat effectiveness, and now adds 1d4 bleed to his bite attack.


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

I put up a bit of an intro to RP fluff for our soceress if she and the GM wish :) Bydar will likely quickly excuse himself in his 'meet cute' attempt


Male Human Cleric 7 (HP 51/51 ;AC16,T11,FF15; F+8,R+5,W+11; Init +1; Perc +4){Effects:none}

Bydar's update

BAB +1
Hit points: +4+1 for Con (5 total)
Channel now 4d6
4th level Domain spell and access to 4th level spells
Skills: Diplomacy +1, Heal +1, Knowledge Religion +1, Sense Motive +1
Background skills: Craft Sculpture +1, Knowledge Engineering +1, Profession architect +1

Feat: Leadership. A cohort to protect and tend the small flock of Shelyn worshipers while Bydar is out and about for the kingdom seems ideal.

I believe Bydar would count as Fair and Generous, though I don't know if his remove disease event counted as a special power or not. I hope so. The town should count as a home base. However, I figured it would use his natural charisma of 14 rather than his magic item boosted 16 so to keep it honest ("Hey, followers. I'm gonna take this hat off, where are you going you two?" ;) )


Female Changeling Sorcerer (Sage) 7 | 37/37 HP | AC16 T13 FF14 | CMD15 | F +3 R +5 W +8 | SR 13 | Init +3 | Perc +9 | Arcana +17, Dungeoneering +15, Fly +6, History +13, Local +11, Planes +16, Religion +12, Sing +8, Spellcraft +17 | Spells: 3rd 4/5 2nd 6/7 1st 7/8 | Conditions: Mount

Sorcerer 7
+5 HP
New spells known: enlarge person, lipstitch, haste
Feat: Craft Wondrous Item
Bloodline feat replaced with Blood Intensity
+1 to Fly, Knowledge (Arcana, Dungeoneering, Planes), Perception, Spellcraft
Background ranks to Knowledge (History) and Perform (Sing)

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